A Time for Healing, A Time for Profit

The threat of the Sith wanes, the Republic begins to heal. Opportunities abound for the enterprising individual.

Preliminary Campaign Thoughts.

The campaign will be set in the early Restoration Period of the Old Republic era – roughly in the mid 3980s BBY.

The Great Sith War had taken its toll across the galaxy, but with the last remnants fleeing the known systems, a relative calm has begun to settle in. The hyperlanes are no longer a battlefront and, though there are still some mines and certain hyperspace beacons have not yet been repaired, trade is beginning to flourish again.
Unfortunately, with the weakened Republic forces focusing on restoring their homeworlds and colonies, pirates and mercenaries are a constant threat, especially to independent merchants without the benefit of a larger trade league.
Contraband is rife, giving entrepreneurial smugglers ample opportunity for even greater profits (providing they survive the risk.)